/===========================================================================\
 |                       Castlevania: Portrait of Ruin                       |
 \===========================================================================/
                                 Bestiary FAQ

                    by Darth Nemesis (darthnemes1s@aol.com)
                             v1.5       01/06/2007

================================[ Description ]================================

This guide is a complete bestiary listing, with all item drops and the
locations of each monster.

As for the damage types listed, weapons generally fall into one of three major
categories:

Blunt: Maces, Fists
Piercing: Daggers, Swords, Greatswords, Spears, Axes
Whip: Whips (duh)

There are a few special cases, for example the Bahg Nahk (both blunt and
piercing) and the Rose Stem Whip (both whip and piercing). A list of each
weapon's attributes can be found under Guides -> Items -> Weapons in the main
menu.

An [S] icon next to a drop indicates that it is a skill and not equipment.

Rarity ratings range from · (common) to @@@@@ (super rare). Details in the
Drop Percentages section.

==============================[ Version History ]==============================

1.5 (01/06/2007) - Updated a few locations.

1.4 (01/01/2007) - Updated a few strategies.

1.3 (12/28/2006) - Updated a few locations and strategies.

1.2 (12/15/2006) - Added enemy notes/strategies and drop percentages.

1.1 (12/11/2006) - Added locations for every monster.

1.0 (12/09/2006) - Every monster listed, all stats, descriptions, and drops.
                   TODO: enemy locations

===============================[ Area Listing ]================================

Entrance - left side of Dracula's Castle
Buried Chamber - bottom of Dracula's Castle
Great Stairway - middle/lower right side of Dracula's Castle
Tower of Death - upper right side of Dracula's Castle
Master's Keep - top of Dracula's Castle
The Throne Room - final staircase and throne room

City of Haze - first town portrait, far left of castle
Sandy Grave - first desert portrait, far right of castle
Nation of Fools - first circus portrait, middle of castle
Forest of Doom - first forest portrait, closer to top of castle

13th Street - second town portrait, below throne room
Forgotten City - second desert portrait, below throne room
Burnt Paradise - second circus portrait, below throne room
Dark Academy - second forest portrait, below throne room

Nest of Evil - after completing quest "The Nest of Evil", below drawbridge
 * This area is divided up into a number of floors or that are essentially boss
   rush rounds. You can't leave until you finish an entire round, but there is
   a transporter after each one. Any monsters found in the nest of evil will
   have a number next to the area, designating the floors on which the enemy
   shows up.

===================================[ Luck ]====================================

If you want a better chance of getting item drops, you need more Luck.
Charlotte has by far the best equipment for boosting Luck, as well as the
highest natural Luck stat. In order to get the most out of her, you should have
the following equipped:

Body: Princess Coat (+10), drops from #107 Nyx
Head: Princess Tiara (+7), in Forgotten City 4 squares below boss save room
Legs: Glass Shoes (+5), buy from shop for $5,000 after clearing 3 portraits
Acc1: Thief Ring, complete quest "King of Birds"
Acc2: Thief Ring, New Game+, quest reward glitch or buy from someone else
Magic: Luck Boost (+60), complete quest "Number of Fortune"

Have Charlotte as your main character and cast a fully charged Luck Boost for
+60 (regular only gives you +30). It doesn't matter which character actually
kills the enemy so long as Charlotte is your main character. 

Also, you can get a permanent +50 Luck for beating Hard Mode. Good luck!

===============================[ Nest of Evil ]================================

Some enemies only show up in the Nest of Evil, and it's a pain trying to get an
item drop from one of them if you have to fight through an entire round each
time. Fortunately, you don't. Simply Suspend your game in a non-boss room, then
resume it, and all the enemies will reset.

=============================[ Drop Percentages ]==============================

Even though there are so many item drops in the game, there are actually only
15 different percentages possible for any given Luck stat. Unfortunately, they
are different for every Luck stat, so I can't just put down a single number by
each drop. However, I have gone to the trouble of calculating a formula for
each set of percentages that, if you plug in your current Luck stat and round
to two decimal places, will give you the percent chance that the item will
drop for you. Repeating the formula would get messy, so instead I've given each
drop a rarity rating, with · being common and @@@@@ being super rare.

Here are the formulas you can use to calculate the actual drop percentage from
a rarity rating and your Luck stat:

·    : 0.375 *LCK + 19.5275
*    : 0.15  *LCK + 7.81
@    : 0.105 *LCK + 5.4625
@·   : 0.09  *LCK + 4.68
@*   : 0.0825*LCK + 4.29125
@@   : 0.075 *LCK + 3.90
@@·  : 0.0675*LCK + 3.51125
@@*  : 0.06  *LCK + 3.12
@@@  : 0.0525*LCK + 2.72875
@@@· : 0.045 *LCK + 2.3375
@@@* : 0.0375*LCK + 1.95
@@@@ : 0.03  *LCK + 1.56
@@@@·: 0.0225*LCK + 1.16625
@@@@*: 0.015 *LCK + 0.7775
@@@@@: 0.0075*LCK + 0.38625

Note: Drop percentages are capped at 50%.

Math note: Although the drop percentages in the in-game list are displayed to
two decimal places, most of them are rounded off. This means that there is a
range of intercept values to choose from that, when rounded, will still give
you the same numbers from the game. When this is the case, I have chosen the
intercept that produces an average variance of zero over all generated values.
The actual intercept could in all possibility be a number with fewer decimal
places, but these are the most "correct" numbers I can come up with without
delving into the game code itself.

=================================[ Bestiary ]==================================

001 [Zombie] | 8 HP | 2 EXP | 1 SP
    Weak: Piercing, Fire, Holy, Petrify
    Strn: Dark
    Drop: @@*Rotten Meat, @@@·Hobo's Clothes
    Area: Entrance, City of Haze
    Desc: An animated corpse.
    Note: When dealt fire damage, turns into a Skeleton. In an area where lots
          of these spawn, kill enough of them and Wights will show up.

002 [Bat] | 1 HP | 1 EXP | 1 SP
    Weak: Piercing
    Area: Entrance, City of Haze, Buried Chamber
    Desc: A bloodsucking bat that lurks in the castle.
    Note: These little buggers home in on you pretty efficiently, plus they
          blend into the background of the areas they appear, so they may prove
          more annoying than in previous Castlevanias.

003 [Skeleton] | 10 HP | 3 EXP | 1 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@@·[S]Summon Skeleton
    Area: Entrance, City of Haze, Sandy Grave
    Desc: A skeletal corpse controlled by magic.
    Note: Your standard bone-throwing undead. Time your swing right to hit the
          arcing projectile just as it leaves his hand and he won't be any
          problem. He's got a cousin later on where this timing becomes more
          important, so practice now.

004 [Axe Armor] | 28 HP | 4 EXP | 1 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Drop: @@*Copper Plate, @@*[S]Axe
    Area: Entrance, City of Haze
    Desc: A zombie warrior in heavy armor, equipped with a devastating axe.
    Note: Standard attack consists of whirling axe that flies out in front of
          him and returns, so keep an eye on it or it will catch you in the
          back. You can knock these out of the air with any hit, though, so
          they aren't too much trouble when faced alone. Problem is, this game
          likes to put a lot of axe throwers in one spot. The axes can either
          come high or low, and he telegraphs which way he will throw by either
          reaching like he's going to throw a baseball or roll a bowling ball
          before the projectile appears. Plan accordingly to dodge or knock it
          down.

005 [Death Mask] | 20 HP | 10 EXP | 1 SP
    Weak: Holy
    Strn: Dark
    Area: City of Haze
    Desc: A demon who flies about, wearing the face of a dead human.
    Note: These things move slowly and go down fast, but they have a nasty
          projectile attack if you don't take them out quickly. Only a problem
          very early on if you don't attack them fast enough.

006 [Zacchino] | 35 HP | 9 EXP | 1 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@@Hero's Cape, @@@*Cutlass
    Area: City of Haze
    Desc: A stylish and sociable demon who is quite attentive to the ladies.
    Note: The description should be a hint for you; approach him as Charlotte
          and you will be greeted with a bouquet of roses, while Jonathan gets
          a surprisingly quick rapier to the chest. Try approaching him as
          Charlotte then walking away for another amusing line.

007 [Student Witch] | 42 HP | 10 EXP | 1 SP
    Weak: Whip, Piercing, Poison, Curse, Petrify
    Drop: @@·Cotton Apron, @@@·Witch's Hat
    Area: City of Haze (secret area under 2nd building), Forest of Doom, Dark
          Academy
    Desc: An immature witch who's still learning her spells.
    Note: Well if she just isn't the cutest thing ever. She isn't very good at
          being a witch yet, so she can only make short, wobbly flights on the
          broomstick and try to bop you with it over the head. Not much of a
          threat.

008 [Slinger] | 19 HP | 9 EXP | 1 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Area: City of Haze, Entrance
    Desc: A skeleton that attacks by throwing his own ribs.
    Note: Throws ribs in an arc downwards. Keep your distance or dive bomb him
          and you can avoid his attack.

009 [Mini Devil] | 10 HP | 11 EXP | 1 SP
    Weak: Holy
    Strn: Dark
    Drop: @@*Tonic
    Area: City of Haze
    Desc: A small demon who makes up for his size in ferocity and malevolence.
    Note: These things teleport in and can't be hit until they fully appear, so
          try and learn their timing so you can swing just as they appear. They
          move around quickly after that and summon wind blades, so it's easier
          to take them out just as they become vulnerable while they're still
          motionless.

010 [Mud Man] | 20 HP | 8 EXP | 1 SP
    Area: Buried Chamber
    Desc: A figure made of mud, imbued with a tormented soul.
    Note: As you can see by the empty entry, not very interesting. Crawls
          around and comes on-screen in a similar fashion to Zombies and
          Ghouls, but there's no Mega Mud Man or anything, sorry.

011 [Merman] | 35 HP | 13 EXP | 1 SP
    Weak: Whip, Piercing, Fire, Lightning, Curse, Petrify
    Strn: Ice
    Drop: @@@@Meuniere
    Area: Buried Chamber
    Desc: Half fish, half man, and all monster. It hunts prey near the water.
    Note: Fires a water gun, but not very dangerous. Just mow them down on your
          way through.

012 [Une] | 10 HP | 5 EXP | 1 SP
    Weak: Piercing, Fire, Petrify
    Strn: Lightning
    Drop: @@*Strawberry
    Area: Buried Chamber
    Desc: An eerie plant that feeds on blood.
    Note: These things are hard to spot before you end up stepping on them, as
          they only unfurl when you get close to them. They don't even sprout
          more of their kind like in earlier games; they just flap around in
          vain. Put them out of their misery.

013 [Skull Archer] | 40 HP | 16 EXP | 1 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Area: Buried Chamber, Great Stairway
    Desc: An archer made of bone.
    Note: Weak, but those arrows fly pretty fast. Try to keep out of a direct
          horizontal line with it and you should be fine.

014 [Ukoback] | 16 HP | 19 EXP | 2 SP
    Weak: Whip, Piercing, Ice, Petrify
    Strn: Fire
    Area: Great Stairway
    Desc: A burning demon who likes to play with fire.
    Note: Don't leave it alone for too long, as it sets fires that linger for
          quite a while. You can put them out with a swipe of your weapon.

015 [Forneus] | 44 HP | 13 EXP | 1 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@*Paella
    Area: City of Haze
    Desc: A demonic sea-creature from the oceans of the underworld.
    Note: It's a big floating jellyfish thingy. Touching the tentacles doesn't
          seem to shock you, though.

016 [Peeping Eye] | 21 HP | 15 EXP | 1 SP
    Weak: Whip, Piercing
    Drop: @@@@@Eye for Decay
    Area: City of Haze
    Desc: A creature that keeps watch in the castle.
    Note: The Eye of Decay is a super rare drop for a reason; it points out any
          secret areas or breakable blocks as you walk past them so long as one
          of your characters is wearing it and on-screen. The eye itself hasn't
          changed much from previous iterations. Just floats around and stares
          at you.

017 [Skull Bartender] | 50 HP | 20 EXP | 2 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @·Tropical Sundae
    Area: City of Haze (secret area under 2nd building)
    Desc: His Bloody Mary is to die for. Just ask Mary.
    Note: Only shows up in room across from the Bakery. He's kinda cute and he
          talks to you, but watch out for his drink toss attack; it deals a lot
          of damage when you're at a low level.

018 [Wight] | 44 HP | 30 EXP | 4 SP
    Weak: Piercing, Fire, Holy
    Strn: Dark
    Drop: *Poncho, *Penters Natural
    Area: City of Haze, outdoor area between second and third building
    Desc: A powerful undead being, born from a rotting zombie.
    Note: Find in a room with respawning Zombies after killing many of them.
          They're dark blue and move much faster than normal Zombies, so be
          ready to dodge.

019 [Frozen Shade] | 50 HP | 19 EXP | 1 SP
    Weak: Fire, Holy, Petrify
    Strn: Ice, Dark
    Drop: @@*Inuit Boots
    Area: Buried Chamber
    Desc: A wraith that can freeze the air.
    Note: Breathes cold air and forms an ice shield, but normally these enemies
          are too high up for you to be particularly troubled. The attack to
          watch out for is the three ice needles. She'll form them and then
          pause for a second before firing them off one by one in your
          direction, so take that time to knock them out of the air before she
          can use them.

020 [Andras] | 70 HP | 17 EXP | 1 SP
    Weak: Whip, Piercing, Fire
    Drop: @·Biker's Jacker, @@Falchion
    Area: City of Haze
    Desc: A demon who rides a wolf and carries a flaming sword.
    Note: Stabs out with the flaming sword if you stand in front of it for too
          long, so either take it out quickly or jump back after a few hits to
          avoid its stab.

021 [Invisible Man] | 75 HP | 32 EXP | 2 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@*Melon
    Area: Buried Chamber, Entrance
    Desc: A magician who gained invisibility, but gave up his soul in return.
    Note: Takes a second after removing his trenchcoat, but becomes remarkably
          fast and aggressive afterwards. Not good when you can't really see
          what he's doing. If you see one of these on screen, quickly run up
          and smack him before he can begin his lunge.

022 [Golem] | 90 HP | 40 EXP | 0 SP
    Weak: Blunt
    Strn: Piercing
    Drop: @@@·Tough Ring
    Area: Buried Chamber
    Desc: A powerful golem created by infusing special stones with magical
          life.
    Note: Can throw punches and spit fireballs, but you can take it out quickly
          enough to prevent either of these attacks.

023 [Persephone] | 60 HP | 35 EXP | 2 SP
    Weak: Whip, Piercing, Holy, Poison, Petrify
    Strn: Dark
    Drop: @@*Frilly Camisole, @@@@Pudding Bucket
    Area: Great Stairway
    Desc: The count's demonic maid. She seems to have bought a new vacuum
          cleaner.
    Note: Tries to vacuum you up to stun you before unleashing her martial arts
          moves on you. Let Charlotte get vacuumed at least once just to show
          her reaction, though. Jonathan doesn't do anything particularly
          interesting in the same situation.

024 [Mimic] | 99 HP | 38 EXP | 2 SP
    Weak: Whip, Piercing, Fire, Curse, Petrify
    Drop: @@*Abalone Brooch
    Area: Great Stairway, Sandy Grave
    Desc: A creature that disguises itself as treasure, then awaits its prey.
    Note: Back in DoS there were a few chests that actually contained money,
          but I don't think any do in this game. Thankfully, none of the cash
          bags contain skulls. So you can be pretty sure that if it's not
          already lying around in plain sight, it's actually a monster. Jumps
          a considerable distance with what appear to be frog legs, so make
          quick work of it or stab and backdash to avoid its leap.

025 [Larva] | 9 HP | 6 EXP | 1 SP
    Weak: Holy
    Strn: Blunt, Whip, Piercing, Dark
    Area: Great Stairway, Entrance
    Desc: A spirit with the head of a man and the body of a worm.
    Note: Only its head is vulnerable. It's quite weak, though.

026 [Lerajie] | 72 HP | 42 EXP | 2 SP
    Weak: Whip, Piercing, Fire
    Drop: @·Amethyst Corset, @·[S]Ricochet Rock
    Area: Great Stairway, Nation of Fools
    Desc: An evil hunter. Uses ricocheting bullets to kill from afar.
    Note: Pretty fun enemy. She fires a sniper rifle that bounces off of walls,
          but it shows you the path with a laser line for a second or two
          before she fires. Have fun playing infiltration spy.

027 [Spittle Bone] | 10 HP | 33 EXP | 1 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Area: Sandy Grave, Entrance
    Desc: A four-legged skeleton that crawls on walls.
    Note: Shoots out fire as it crawls around walls. Careful when it turns
          corners, as the flame can jump to its new orientation suddenly. Try
          to whack it during one of its pauses, or from an angle where you're
          out of the range of its flamethrower.

028 [Ghost] | 8 HP | 9 EXP | 1 SP
    Weak: Holy
    Strn: Blunt, Whip, Piercing, Dark
    Drop: @@@@[S]Summon Ghost
    Area: Sandy Grave, Forgotten City
    Desc: A small spirit doomed to wander the castle grounds for all eternity.
    Note: Very resistant to physical attacks, so have Charlotte roast these
          with the Don Quixote you should have picked up before the Keremet
          fight.

029 [Red Skeleton] | 1 HP | 127 EXP | 5 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Area: Sandy Grave, Forgotten City
    Desc: A skeleton warrior that has absorbed blood. It can regenerate.
    Note: Can only be defeated with Undead Killer or Sanctuary.

030 [Armor Knight] | 60 HP | 48 EXP | 3 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Drop: @Long Spear, @·[S]Javelin
    Area: Sandy Grave, Nation of Fools, Burnt Paradise
    Desc: An armored zombie warrior who carries a spear.
    Note: Can extend the spear quite a long distance upwards and downwards, and
          a respectable distance sideways. Move through these danger zones
          quickly and attack after he has already extended his spear.

031 [Ectoplasm] | 10 HP | 36 EXP | 2 SP
    Weak: Holy
    Strn: Blunt, Whip, Piercing, Dark
    Drop: @@Uncurse Potion, @@*[S]Cure Curse
    Area: Sandy Grave, Forgotten City
    Desc: A substance created by souls who cannot find rest.
    Note: Causes curse, so don't touch. They don't move particularly fast, so
          that shouldn't be too difficult.

032 [Bone Pillar] | 100 HP | 23 EXP | 1 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Area: Sandy Grave
    Desc: The skulls of dinosaurs, animated by a demonic force.
    Note: Breathes fire and shoots fireballs. The eyes always light up right
          before an attack, so jump out of the way or run back before you get
          hit. Unfortunately they're always stacked, so you can't always jump
          to avoid getting hit.

033 [Fleaman] | 15 HP | 19 EXP | 1 SP
    Weak: Whip, Piercing, Curse, Petrify
    Drop: @@@@Fedora, @@@@*Pancake
    Area: Sandy Grave, Nation of Fools, Dark Academy, Forgotten City
    Desc: A sinister little man who leaps about as if he were a flea.
    Note: Nasty little bugger. Hops around erratically and moves quickly.
          Try to stay a good distance away and poke at him when he jumps
          closer, as he'll often hop in place a few times before moving again.

034 [Great Armor] | 240 HP | 120 EXP | 4 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Drop: @@*Iron Plate, @@@·Great Sword
    Area: Great Stairway, Entrance
    Desc: A heavily-armored knight who commands other armored warriors.
    Note: Can be found two squares right and two up from the save room by the
          Behemoth arena (an area that is accessible from above) and in the
          short peninsula directly above the Sandy Grave peninsula. Huge but
          slow, so dodge when you see him rear back to attack.

035 [Catoblepas] | 120 HP | 60 EXP | 2 SP
    Weak: Whip, Piercing, Fire
    Drop: @@*Milk, @@@@Tasty Meat
    Area: Great Stairway, between the Keremet room and the Sandy Grave portrait
    Desc: This ox-like beast's breath turns living things to stone.
    Note: Can be found 1 square up and 6 left from the Buried Sands save room.
          Its mouth starts to smoke before it breathes a cloud of petrifying
          gas, so jump up onto its back and behind it before you get hit.

036 [Slime] | 20 HP | 45 EXP | 2 SP
    Weak: Fire, Ice, Lightning
    Strn: Blunt, Whip, Piercing
    Area: Buried Chamber, Nation of Fools
    Desc: A creature made of a slimy gel. Resistant to physical attacks.
    Note: Has a new attack where it bunches up and strikes at you, so you have
          to keep more distance this time around. Stay out from directly under
          it or next to it, as it has a tendency to hop off the wall and onto
          you in those situations.

037 [Mummy] | 64 HP | 24 EXP | 1 SP
    Weak: Piercing, Fire, Holy, Petrify
    Strn: Dark
    Drop: @@@@Stone Mask
    Area: Sandy Grave, Forgotten City
    Desc: A mummified warrior, buried in a tomb to protect his king.
    Note: Kill it quickly or it can shoot its wrappings at you.

038 [Dragon Zombie] | 350 HP | 150 EXP | 5 SP
    Weak: Piercing, Fire, Holy
    Strn: Dark
    Drop: @@Gladius, @@*Zweihander
    Area: Buried Chamber (once only), Sandy Grave
    Desc: A zombie dragon. It lost its magic, but has become mindlessly
          violent.
    Note: Has some powerful attacks, including a lunging bite and a breath
          attack. It's difficult to dodge, but if you can keep a safe distance
          and use projectiles or long-range weapons you should be able to
          handle it.

039 [Killer Clown] | 110 HP | 65 EXP | 2 SP
    Weak: Whip, Piercing, Poison, Petrify
    Drop: @*Joker, @@·Hamburger
    Area: Nation of Fools
    Desc: A murderous clown who's popular at demon birthday parties.
    Note: Throws cards at you. Not very dangerous.

040 [Coppelia] | 80 HP | 54 EXP | 2 SP
    Weak: Whip, Piercing, Poison, Petrify
    Drop: @*Diamond, @@·Clown Shirt
    Area: Nation of Fools
    Desc: An acrobat from hell that entertains demons.
    Note: If you leave her alone for too long she'll throw knives diagonally
          downward (from her perspective), but she takes a long time to perform
          the attack.

041 [Hanged Bones] | 80 HP | 10 EXP | 1 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Area: Nation of Fools (best place is directly right of south transporter)
    Desc: A skeleton that sways like a swing.
    Note: Swings back and forth and breathes fire. Attack it while it's
          swinging away from you, as it will be easier to dodge the fire that
          way.

042 [Flying Skull] | 10 HP | 15 EXP | 1 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@*Glasses
    Area: Sandy Grave, Entrance
    Desc: A skull that flies through the air.
    Note: Pretty much like the Ghost. Floats around slowly.

043 [Sand Worm] | 250 HP | 100 EXP | 5 SP
    Weak: Whip, Piercing, Fire
    Strn: Blunt
    Area: Sandy Grave
    Desc: An enormous worm that lurks in the ground to snare its prey.
    Note: The walls of its pit slowly pull you down, so keep jumping up to stay
          in place. It helps to have a quick weapon so you can keep moving.
          Get right up next to it and stab away, as you can stay out of its
          lunging range. Always try to sink through the quicksand left after
          defeating a worm - you never know what might be down there.

044 [White Dragon] | 80 HP | 110 EXP | 4 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Area: Sandy Grave, Nation of Fools
    Desc: The bones of a long-necked dinosaur, animated by a demonic force.
    Note: Waves around a few times before either lunging fully extended or
          shooting flames like a sprinkler. Either get under its base and hit
          it when it fully extends, or if you're feeling aggressive, get up
          in front of it and try to follow it while attacking. If you take too
          long, though, its lunge is fast and its flamethrower covers a wide
          swath.

045 [Amphisbaena] | 266 HP | 94 EXP | 3 SP
    Weak: Whip, Piercing, Fire
    Strn: Blunt
    Drop: @@*Pearl Tiara, @@*Ruby Corset
    Area: Sandy Grave (best place is 2 squares below top transporter)
    Desc: A double-headed snake. Its name means "able to move in both
          directions."
    Note: This enemy was easy in SotN and it's easy here. Just keep hitting it
          and it will keep screaming and backing up. I kinda feel sorry for it.

046 [Elgiza] | 168 HP | 133 EXP | 5 SP
    Drop: @@*Kalasiris, @@@·Uraeus
    Area: Sandy Grave, Forgotten City
    Desc: A guardian of treasure.
    Note: Stay back and stab at its hands until they dissolve. It has a
          tendency to bellyflop if you get too close, and you don't want to be
          under it when it falls. Once the arms are gone you will have a much
          easier time reaching its head, which is its only damage spot.

047 [Great Ghost] | 66 HP | 240 EXP | 9 SP
    Weak: Holy
    Strn: Blunt, Whip, Piercing, Dark
    Area: Sandy Grave
    Desc: An enormous phantom.
    Note: Find in a room with respawning Ghosts after killing many of them.
          Slow-moving and doesn't have a ton of health, so I've never seen its
          attack.

048 [Devil Wheel] | 55 HP | 56 EXP | 2 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@Coffee
    Area: Sandy Grave, Nation of Fools, Forgotten City
    Desc: A demonically-possessed wheel that is obsessed with speed.
    Note: Often meanders around at a slow pace, but it can also show up
          burning rubber and moving quickly, so be wary when approaching it.

049 [Crossbow Armor] | 111 HP | 95 EXP | 3 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Drop: @@@·Silver Plate, @@@@[S]Crossbow
    Area: Sandy Grave (near top right), Great Stairway, Tower of Death (top)
    Desc: An armored warrior equipped with a crossbow and exploding bolts.
    Note: Either jump over its explosive bolts or learn the timing and hit them
          out of the air, because they do a ton of damage. It takes a long time
          to reload, though.

050 [Lilith] | 83 HP | 76 EXP | 2 SP
    Weak: Whip, Piercing, Holy, Poison, Petrify
    Strn: Dark
    Drop: @@@·Silent Sandals, @@@@Lilith Corset
    Area: Entrance, Great Stairway, Forest of Doom
    Desc: An enchanting demon who deludes her victims with mystifying beauty.
    Note: If she starts exuding hearts, watch out, because she's about to throw
          a curse. Keep out from in front of her during this attack and she's
          not very dangerous, though. You can petrify her, too.

051 [Skeleton Flail] | 80 HP | 75 EXP | 2 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@*Morning Star
    Area: Great Stairway, Tower of Death
    Desc: A skeleton warrior armed with a flail.
    Note: Brandishes flail over its shoulder a few seconds before flipping it
          back in front of you. Use this time to destroy it before it can
          swing.

052 [Skeleton Gunman] | 50 HP | 54 EXP | 2 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@@@·[S]Summon Gunman
    Area: Great Stairway, Tower of Death
    Desc: A skeleton warrior armed with an old musket.
    Note: They are weak, but always hunt in packs. With a greatsword or the
          Boomerang subweapon you can usually break them apart from below, or
          you can just rush in and possibly take a hit in order to crush them.
          Their attack is pretty much instant, but you can see them aiming.

053 [Hill Guard] | 60 HP | 77 EXP | 2 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Drop: @@*Gladius, @@@@Iron Helmet
    Area: Entrance, Great Stairway
    Desc: An armored warrior who specializes in fighting on uneven ground.
    Note: When you're below him, he lunges forward, so get a hit in then
          backdash to avoid his lunge, swinging again to catch him with it.

054 [Imp] | 33 HP | 44 EXP | 1 SP
    Weak: Fire, Holy
    Strn: Dark
    Drop: @@@·Trident
    Area: Tower of Death, Dark Academy
    Desc: A tiny demon who loves mischief.
    Note: This guy is worse than the Mini Devil, as he'll take over your
          controls and make you perform an action repetitively. Your partner
          can knock him away, though. Again, try and take him out just as he
          becomes vulnerable after fully appearing.

055 [Harpy] | 120 HP | 113 EXP | 3 SP
    Weak: Whip, Piercing, Fire, Poison, Petrify
    Strn: Blunt
    Drop: @@*Penne Arrabiata
    Area: Nation of Fools, Tower of Death (base of waterwheel), Forest of Doom
    Desc: A vicious bird-like creature with the head and torso of a woman.
    Note: Can fire feathers at you, but isn't too much of a problem so long as
          you take her out as soon as she comes over to you.

056 [Corpseweed] | 148 HP | 53 EXP | 2 SP
    Weak: Piercing, Fire, Petrify
    Strn: Lightning
    Drop: @@*Orchid Corsage
    Area: Sandy Grave (right end of horizontal path from start), Forest of Doom
    Desc: A grown Une that bears the face of the human it fed on.
    Note: Just as rooted as the Une. Not much of a challenge.

057 [Medusa Head] | 1 HP | 1 EXP | 1 SP
    Weak: Piercing
    Drop: @@@@*Medusa Whip, @@@@*[S]Summon Medusa
    Area: Nation of Fools, Tower of Death, Burnt Paradise
    Desc: A monster created in great numbers from the head of Medusa.
    Note: These little buggers can be a big problem in the Tower of Death,
          where they might knock you into spikes. The yellow Medusa Heads will
          petrify you upon impact, so get the Mirror Cuirass from a Gorgon as
          soon as they're available to protect yourself against petrification.
          A fully charged Stone Circle works similarly to the Buer soul in DoS,
          and destroys them before they can hit you.

058 [Skelerang] | 81 HP | 77 EXP | 2 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @[S]Boomerang
    Area: Great Stairway, Forest of Doom
    Desc: A skeleton that expertly hurls boomerangs.
    Note: Has greatly increased range, but at least the boomerangs can be hit
          out of the air now. Do so, then jump in for the kill. They tend to
          cower in fear if you stand close.

059 [Gaibon] | 216 HP | 188 EXP | 4 SP
    Weak: Piercing, Holy, Petrify
    Strn: Dark
    Area: Tower of Death
    Desc: A demonic knight who serves Death. It can spit fire while flying.
    Note: When its HP gets low it turns red and shoots a bunch of fireballs
          one after another, so finish it off quickly before it can start
          firing.

060 [Slogra] | 208 HP | 188 EXP | 4 SP
    Weak: Piercing, Holy, Petrify
    Strn: Dark
    Drop: @@*Couse
    Area: Tower of Death
    Desc: A demonic knight who serves Death. It fights on the ground with a
          spear.
    Note: Loses its spear after a certain point, and stays in a stunned
          position for a long time, so you should be able to finish it off
          before it begins to attack again.

061 [Flying Armor] | 112 HP | 163 EXP | 4 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Drop: @@@@Heaven's Sword
    Area: Nation of Fools (west 'spoke' between outer ring and boss room)
          Tower of Death
    Desc: A sinister cape-clad figure who flies through the air wielding his
          swords.
    Note: Their sword attack is difficult to dodge because of its long range
          and boomeranging, but if you can get them to drop it you'll be able
          to use that same effectiveness against other enemies and bosses.

062 [Blue Crow] | 13 HP | 34 EXP | 1 SP
    Weak: Whip, Piercing, Fire
    Strn: Blunt
    Area: Forest of Doom
    Desc: The spirit of a crow that continues to fly, even after death.
    Note: Swoops at you after you approach a certain distance. Smack it when
          it swoops down or it will likely collide with you.

063 [Frog] | 5 HP | 16 EXP | 1 SP
    Weak: Whip, Piercing, Fire
    Drop: @@@·1000 Year Egg, @@@*[S]Summon Frog
    Area: Forest of Doom
    Desc: A frog of ill omen.
    Note: Not a particularly menacing enemy, but it has a respectable hop. More
          annoying in the cavern when you can't see very far, but you can still
          hear them moving around.

064 [Killer Doll] | 90 HP | 87 EXP | 2 SP
    Weak: Fire, Holy, Petrify
    Strn: Dark
    Area: Tower of Death, Forest of Doom
    Desc: A cursed doll that wanders in search of living flesh.
    Note: Can curse you. Usually starts out sitting on the ground and has to
          stand up first, so you can take it out before it becomes mobile.

065 [Killer Bee] | 1 HP | 8 EXP | 1 SP
    Weak: Whip, Piercing, Fire
    Area: Forest of Doom
    Desc: A bee with a stinger that can easily pierce and kill.
    Note: These will dive bomb you, so dodge carefully. They will also shoot
          out of Bee Hives in your direction when you hit them, so watch out
          for that. Pretty much anything will take them out, though.

066 [Dogether] | 144 HP | 157 EXP | 4 SP
    Weak: Holy
    Strn: Dark
    Drop: @@@*Monocle, @@@@[S]Stone Circle
    Area: Forest of Doom, Nest of Evil 2
    Desc: A magical being created by a forbidden spell.
    Note: Will use Stone Circle on itself as well as firing a projectile
          attack, but can usually be taken out before that happens.

067 [Bee Hive] | 288 HP | 118 EXP | 3 SP
    Weak: Whip, Piercing, Fire
    Drop: @@@@Beehive
    Area: Forest of Doom
    Desc: A hive of killer bees. Highly prized among demons as a delicacy.
    Note: Spawns Killer Bees, and shoots one out in your direction when it gets
          hit.

068 [Moldy Corpse] | 112 HP | 95 EXP | 3 SP
    Weak: Piercing, Fire, Holy, Petrify
    Strn: Dark
    Drop: @@@·Amanita, @@@@Mushroom
    Area: Forest of Doom
    Desc: A human consumed by evil after eating a cursed mushroom.
    Note: Can poison you with its attack, so destroy it before it can do so.
          Its death animation shoots out some menacing-looking purple cloud,
          but it doesn't actually affect you.

069 [Tombstone] | 30 HP | 114 EXP | 4 SP
    Weak: Blunt
    Strn: Piercing
    Area: Forest of Doom, outside
    Desc: A gravestone that rattles around violently.
    Note: Hops pretty far for a giant slab of concrete. Stay back and hammer
          away.

070 [Treant] | 340 HP | 205 EXP | 5 SP
    Weak: Piercing, Fire
    Strn: Lightning
    Drop: @Club
    Area: Forest of Doom
    Desc: An ancient tree animated by a malevolent will.
    Note: Slow and lumbering (ha ha); you shouldn't have much problem avoiding
          its attacks.

071 [Red Axe Armor] | 63 HP | 255 EXP | 12 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Drop: @@@@Magical Ticket
    Area: Forest of Doom, 13th Street
    Desc: An armored warrior powered by blood. It cannot be killed.
    Note: Can only be defeated with Undead Killer or Sanctuary. Acts like a
          normal Axe Armor otherwise.

072 [Maneating Plant] | 191 HP | 164 EXP | 6 SP
    Weak: Piercing, Fire
    Strn: Lightning
    Drop: @@Rose Stem Whip
    Area: Forest of Doom
    Desc: A carnivorous plant that grew and developed a taste for human flesh.
    Note: Spits out some sort of seed thingy that bounces along the ground,
          and has a poison spore attack that it telegraphs by rearing back.
          Hit the spores out of the sky before you get affected.

073 [Skeleton Blaze] | 180 HP | 193 EXP | 4 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@*Katar, @@@@Slick Boots
    Area: 13th Street, Nest of Evil 2
    Desc: An elite skeleton warrior armed with two swords.
    Note: Cautious at a distance, but will slide in to swipe at you if it
          senses a weakness in your defense. Only shows up in one room outside
          of the Nest of Evil (13th Street, in the 2x3 room by the second
          transporter) and it's a horrible location for farming drops. You're
          most likely better off waiting until the Nest.

074 [Razor Bat] | 50 HP | 80 EXP | 3 SP
    Weak: Whip, Piercing, Petrify
    Drop: @@@@Rahab's Frost
    Area: Master's Keep
    Desc: A bat that attacks with razor-sharp blades.
    Note: Lifts up the sword straight out if you approach too closely. Hit it
          with something slightly longer-ranged, as it won't move to attack
          you.

075 [Wyvern] | 293 HP | 229 EXP | 5 SP
    Weak: Whip, Piercing, Fire, Petrify
    Strn: Blunt
    Area: Master's Keep, Nest of Evil 6
    Desc: A winged beast related to dragons.
    Note: Shoots fire dragons along the ground. Petrify it to avoid dealing
          with its attacks.

076 [Malachi] | 444 HP | 333 EXP | 6 SP
    Weak: Holy
    Strn: Dark
    Drop: @@@*Skull Mask, @@@@[S]Nightmare
    Area: Forest of Doom, Master's Keep (right below lower transporter)
    Desc: A pagan being from ancient times who strikes fear in anyone near him.
    Note: Clearly modeled after Cthulhu, it summons meteors that take up a
          large area and has a strong swip attack, thankfully with a long
          startup so you can dodge.

077 [Spin Devil] | 99 HP | 100 EXP | 2 SP
    Weak: Holy
    Strn: Dark
    Area: Master's Keep
    Desc: An evil blade possessed by a demented demon.
    Note: Not particularly menacing. Hit blades to kill.

078 [Succubus] | 185 HP | 191 EXP | 5 SP
    Weak: Whip, Piercing, Holy, Petrify
    Strn: Dark
    Drop: @@@*Europa's Dress, @@@@·Succubus Boots
    Area: Master's Keep
    Desc: A demon that assumes the form of a beautiful maiden to drain
          vitality.
    Note: She can drain a lot of health if you let her latch on to you, but
          with a petrifying weapon that shouldn't happen.

079 [Flame Demon] | 222 HP | 244 EXP | 6 SP
    Weak: Ice, Holy
    Strn: Fire, Dark
    Drop: @@@@Agni's Flame
    Area: Master's Keep, Forgotten City
    Desc: A fire-wielding demon born in the molten pits of the underworld.
    Note: Can throw a large fireball in your direction, but it's easy to dodge.

080 [Dead Crusader] | 99 HP | 150 EXP | 6 SP
    Weak: Piercing, Fire, Holy, Petrify
    Strn: Dark
    Drop: @@@@*Impervious Mail
    Area: Master's Keep
    Desc: A zombie warrior bearing a sturdy shield.
    Note: Blocks all damage from the front when his shield is out, so toss a
          subweapon from afar or dive bomb him (attacking and letting your
          weapon stretch out and fall on him at the peak of its swing) to catch
          him by surprise.

081 [Heavy Armor] | 299 HP | 310 EXP | 8 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Drop: @@@·[S]Wrecking Ball, @@@@·Heavy Armor
    Area: Dark Academy, 13th Street, Nest of Evil 2,6
    Desc: An armored zombie warrior with great strength; he swings a steel
          ball.
    Note: That wrecking ball looks pretty menacing, huh? He'll throw it out,
          let it slam into the ground, then pull it back to him. Run in to
          attack as he's pulling the wrecking ball back, and keep attacking as
          he throws it again and it sails over your head, and you just have to
          jump over it as it comes back to him. Not too difficult, right?
          The best place to find these guys is in 13th Street, between the
          second save and teleporter.

082 [Malphas] | 666 HP | 573 EXP | 12 SP
    Weak: Fire, Holy
    Area: Dark Academy, 13th Street, Nest of Evil 6
    Desc: A black demon that is accompanied by crows.
    Note: I'm sure he has attacks of some sort, but I never saw them. He has a
          long startup time before he hops off the ground and begins to do
          whatever it is he does while not standing around, but you can take
          him out before that happens. Good EXP for not much of a struggle.

083 [Final Guard] | 50 HP | 500 EXP | 15 SP
    Strn: ALL
    Drop: @@@*[S]Defensive Form, @@@@*Final Sword
    Area: Master's Keep, Dark Academy, Nest of Evil 1
    Desc: An elite warrior chosen to guard key areas of the castle.
    Note: Not much HP, but every hit only does 1 damage unless your ATK is
          absurdly high. 1,000 Blades is by far the best way to take this enemy
          down without a hassle, and most of the time it moves so slowly that
          it won't be able to reach you and pull off an attack before you can
          take it down. The (fully powered) Vampire Killer's critical attack
          does a lot of damage, too - you can take out a Final Guard in one hit
          if you have at least 246 ATK.

084 [Glasya Labolas] | 155 HP | 83 EXP | 3 SP
    Weak: Fire, Holy
    Strn: Dark
    Drop: @·[S]Acidic Bubbles, @@Hot Dog
    Area: Great Stairway (lower of the two 5x4 rooms, under the staircase)
    Desc: A demonic dog with large, powerful wings.
    Note: Have a quick backdash ready if it lunges at you. This is a fairly
          rare monster, but you can find one in the lower of the two 5x4 rooms
          that make up the stairs of the Great Stairway, at the foot of the
          staircase.

085 [Ghoul] | 99 HP | 13 EXP | 1 SP
    Weak: Piercing, Fire, Holy, Petrify
    Strn: Dark
    Drop: @@@@·Combat Fatigues
    Area: Dark Academy, 13th Street
    Desc: A foul creature that feeds on the flesh of the dead.
    Note: Stronger than Zombies, but still just shambling. Take out enough of
          these in a room where they spawn and the Ghoul King will show up.
          They're dark blue and move much faster than normal Ghouls, so be
          ready to dodge.

086 [Ruler's Sword] | 300 HP | 400 EXP | 13 SP
    Weak: Lightning, Holy
    Drop: @@@·Jagdplaute, @@@@Dragon Slayer
    Area: Master's Keep, Dark Academy, Nest of Evil 2,4
    Desc: A sword controlled by an evil will. Causes poltergeist phenomena.
    Note: Full of sharp pointy things, and keeps a wall of shields pointed at
          you. Its attacks get worse the longer you let it live, including a
          nasty sawblade one where it bounces around, so try not to let it last
          long enough to pull it off. A holy weapon like Heaven's Sword makes
          short work of this enemy.

087 [Witch] | 106 HP | 124 EXP | 6 SP
    Weak: Whip, Piercing, Holy, Poison
    Strn: Fire, Ice, Lightning
    Drop: @@*Traveler's Hat, @@@@Astral Brooch
    Area: Forest of Doom, Dark Academy
    Desc: A spellcaster who rides an enchanted broomstick.
    Note: What happened to the cute, klutzy Student Witch? This one is all
          business, and quickly fires off a homing projectile, so take her out
          quickly.

088 [Skeleton Tree] | 150 HP | 58 EXP | 3 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Area: Burnt Paradise
    Desc: A skeleton that grows like a tree.
    Note: These guys don't seem to breathe fire like the Hanged Bones, so they
          should be a breeze to handle.

089 [Buster Armor] | 288 HP | 330 EXP | 9 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Drop: @@@@*Gold Plate
    Area: 13th Street, Burnt Paradise, Nest of Evil 2,4
    Desc: An armored warrior who specializes in long-range attacks.
    Note: When he fires that missile, hit it to knock it away. Don't hit it
          straight down or it'll just explode at your feet and cause MASSIVE
          DAMAGE!

090 [Armored Fleaman] | 80 HP | 125 EXP | 4 SP
    Drop: Bhuj, [S]Berserker
    Area: Forgotten City, Nest of Evil 2
    Desc: A little Fleaman armed with an axe and protected by armor.
    Note: These guys are annoying. Even after you bust them apart there's still
          a Fleaman left over to take care of. They tend to move in a straight
          line, though, which is easier to deal with.

091 [Amalric Sniper] | 179 HP | 218 EXP | 8 SP
    Weak: Whip, Piercing, Dark
    Strn: Holy
    Drop: @@@@·Pudding, @@@@*Blessed Ankh
    Area: 13th Street, Nest of Evil 6
    Desc: A fallen angel who is now a fearsome archer.
    Note: Resistant to the Holy weapon you've probably taken to using
          exclusively during the game - what a jerk! Switch to something more
          effective and don't let him get his secondary attack off - he fires a
          bunch of arrows in every direction, and it's hard to dodge when
          you're close to him.

092 [Old Axe Armor] | 145 HP | 156 EXP | 0 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Drop: @@@@*Voulge, @@@@@Ancient Armor
    Area: Dark Academy, Forgotten City, 13th Street, Burnt Paradise,
          Nest of Evil 5,6
    Desc: A veteran zombie warrior wearing antique armor.
    Note: Surprisingly agile, this armor will shake its axe arm back and forth
          a few times before charging you, so get back when you see it go up.
          The axes he throws arc from top to bottom, so watch out for that too.
          If you kill 1,000 of these, you'll unlock a special mode where you
          can play as one.

093 [Gorgon] | 295 HP | 187 EXP | 6 SP
    Weak: Whip, Piercing, Fire
    Strn: Poison, Petrify
    Drop: @@@@·New York Steak, @@@@*Mirror Cuirass
    Area: Forgotten City (bottom left), Burnt Paradise
    Desc: A monstrous bull that breathes clouds of toxic gas.
    Note: Similar to the Catoblepas, but poisons instead. Get that Mirror
          Cuirass; you want immunity to petrification for the boss of Burnt
          Paradise.

094 [Jack O'Bones] | 100 HP | 114 EXP | 5 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@@*Spoiled Milk, @@@@*Adrenaline Gear
    Area: Forgotten City, Burnt Paradise, Nest of Evil 1
    Desc: A skeleton who specializes in throwing attacks.
    Note: This guy can get really annoying if you leave him around for too
          long, as those bouncing projectiles take forever to disappear on
          their own and he throws them pretty frequently.

095 [Tanjelly] | 155 HP | 201 EXP | 5 SP
    Weak: Fire, Ice, Lightning
    Strn: Blunt
    Area: Forgotten City, Burnt Paradise
    Desc: A poisonous creature made of a slimy gel. Resistant to physical
          attacks.
    Note: Similar to Slime, but moves faster and poisons. Not good now that it
          has that pouncing ability. Definitely don't stand under these guys.

096 [Dead Warrior] | 210 HP | 193 EXP | 6 SP
    Weak: Piercing, Fire, Holy, Curse, Petrify
    Strn: Dark
    Drop: @@@@·Samurai Plate
    Area: Dark Academy, 13th Street, Burnt Paradise, Nest of Evil 1
    Desc: A dead knight whose spirit still lusts for battle.
    Note: Charges back and forth in a set pattern. Watch for where he turns
          around and stand just out of his range, to slash at him when he comes
          near.

097 [Toad] | 30 HP | 34 EXP | 3 SP
    Weak: Whip, Piercing, Fire
    Drop: @@@Piyoko
    Area: Dark Academy
    Desc: The result of a demonic ritual gone wrong.
    Note: Not much more menacing than the Frog, though it shoots out its tongue
          this time.

098 [Aliorumnas] | 196 HP | 212 EXP | 6 SP
    Weak: Whip, Piercing, Poison, Curse, Petrify
    Strn: Fire, Ice, Lightning
    Drop: @@@@Dalmatica
    Area: Dark Academy, 13th Street
    Desc: Witches banished by the Gothic king Filmer.
    Note: You'd think she'd be strong against holy given her attire, but such
          is not the case. Best to petrify her though, as she has a homing
          attack with three white clouds if you leave her alone too long.

099 [Dodo] | 100 HP | 365 EXP | 30 SP
    Weak: Whip, Piercing, Fire
    Strn: Blunt
    Drop: *Fried Chicken, @@Heart Brooch
    Area: Forgotten City
    Desc: An extremely rare bird. It is rather cowardly, and runs away quickly.
    Note: Head to the far left room above ground, then head right one room.
          Wait a few seconds, and if the Dodo doesn't come walking in from the
          right side of the screen, re-enter the room until it shows up. It
          will run away at first sight of you, so a good strategy is to dive
          bomb it with a heavy weapon such as an Axe or a fire weapon. If you
          have Time Stop, I hear that you can use that as well, but I never
          needed it.

100 [Vice Beetle] | 30 HP | 64 EXP | 3 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Area: Burnt Paradise, Nest of Evil 4
    Desc: An insect with crushingly powerful jaws. Crawls on the ceiling.
    Note: Even worse than the Spittle Bone, this horrible creature spews giant
          clouds of poisonous gas everywhere. Stay far away from its attack
          zone and watch for where it can turn corners, as the cloud will jump
          around.

101 [Alura Une] | 573 HP | 440 EXP | 11 SP
    Weak: Piercing, Fire, Petrify
    Strn: Lightning
    Drop: @@*Rose Corsage, @@@*Muse's Tiara
    Area: Dark Academy (near start)
    Desc: An Une fattened with copious pools of blood.
    Note: She's got some good attacks, but you'll never have to deal with any
          of them if you petrify her during her startup animation.

102 [Lightkeeper] | 220 HP | 250 EXP | 8 SP
    Weak: Whip, Piercing, Ice, Poison
    Strn: Fire
    Area: Forgotten City, Dark Academy, 13th Street, Nest of Evil 1
    Desc: A demon who lights magical torches on graves.
    Note: Now these guys can be annoying. They set off a wave of fire running
          along the ground at a fast speed, and they have a fairly high amount
          of HP. In rooms with a number of them, might want to pick most of
          them off from a distance with skills.

103 [Black Crow] | 33 HP | 69 EXP | 1 SP
    Weak: Whip, Piercing, Fire
    Strn: Blunt
    Drop: @@*[S]Summon Crow
    Area: Dark Academy
    Desc: An evil crow that has developed a taste for human flesh.
    Note: An even faster divebomber than the Blue Crow, but similar tactics
          apply.

104 [Mandragora] | 190 HP | 150 EXP | 5 SP
    Weak: Piercing, Fire
    Strn: Lightning
    Area: Dark Academy
    Desc: Those who hear its scream know madness.
    Note: If you can't take these down before they uproot themselves, run away,
          as their scream attack has a fairly large radius.

105 [Wakwak Tree] | 550 HP | 185 EXP | 5 SP
    Weak: Piercing, Fire
    Strn: Lightning
    Drop: @@*Grapes
    Area: Dark Academy (near start)
    Desc: A nasty tree that produces Fleamen.
    Note: The Fleamen take a little bit of time to... sprout? And you can pop
          the bubbles to reset that. The tree isn't officially dead until you
          break all three sprouting branches.

106 [Guillotiner] | 213 HP | 223 EXP | 6 SP
    Weak: Holy
    Strn: Dark
    Area: Burnt Paradise, Nest of Evil 2
    Desc: A demon who has executed countless victims in its bloody guillotine.
    Note: It goes without saying that you don't want to let this thing
          surround you. It moves fairly slow and you can attack either jaw, so
          it shouldn't be too difficult, but don't get complacent.

107 [Nyx] | 160 HP | 206 EXP | 6 SP
    Weak: Whip, Piercing, Petrify
    Strn: Holy
    Drop: @·Heart, @@@@*Princess Coat
    Area: 13th Street, Nest of Evil 5
    Desc: The master of night.
    Note: Can dash forward pretty much infinitely in her attempt to inject you,
          but will come to a halt if you jump overhead. If you don't want to
          get poisoned, don't stand in front of her for too long. Keep moving
          and keep airborne; dive kick off her head if you have to in order to
          stay in the air when she's charging. There's also the petrify option.

108 [Minotaur] | 354 HP | 414 EXP | 10 SP
    Weak: Whip, Piercing, Fire
    Strn: Blunt
    Drop: @@*Bullova, @@@@Hercules Ring
    Area: Dark Academy, Burnt Paradise, Nest of Evil 1
    Desc: A creature with the head of a bull and the body of a man.
    Note: Great for farming EXP, as there's a room with two of them just below
          the second teleporter in Dark Academy. Don't jump in to attack, as
          you'll probably just impale yourself on its axe. When it holds the
          axe back to swing forward, it will jump during its slash, at which
          point you can slide under if there isn't enough room to move back.
          Those Hercules Rings are great for Boss Rush mode and the Nest of
          Evil.

109 [Mothman] | 80 HP | 125 EXP | 7 SP
    Weak: Fire, Petrify
    Area: 13th Street, Nest of Evil 1
    Desc: Half moth, half man--he sprinkles poisonous dust wherever he goes.
    Note: Do not stand under this guy or you will get poisoned. Keep next to
          him horizontally and swing away; he doesn't have much HP so it
          shouldn't take long.

110 [Laura] | 415 HP | 320 EXP | 10 SP
    Weak: Whip, Piercing, Holy, Poison
    Strn: Dark
    Drop: @@@*Cocktrail Dress, @@@@·Midnight Tiara
    Area: Forgotten City
    Desc: Carmilla's servant.
    Note: Lots of martial arts moves. Keep your distance, poke and retreat.

111 [Yorick] | 110 HP | 151 EXP | 6 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@Spade
    Area: Forgotten City, Burnt Paradise, Nest of Evil 3,5
    Desc: A skeleton that ceaselessly chases its own skull.
    Note: He'll kick his head toward you and that thing can do a surprising
          amount of damage, so try not to stand in front of him unless you're
          constantly attacking to destroy it. Tends to show up in multiples, so
          it can be slow going.

112 [Dragonfly] | 40 HP | 115 EXP | 5 SP
    Weak: Whip, Piercing, Fire
    Area: Dark Academy, Nest of Evil 2
    Desc: An insect that spits burning liquid.
    Note: Spits fire, so stay out from under it. Take them out quickly and it
          won't be a problem; just stay level with them.

113 [Quetzalcoatl] | 128 HP | 228 EXP | 9 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Area: Forgotten City, Nest of Evil 1
    Desc: A reincarnation of the ancient snake god.
    Note: Bounces around on a trajectory that can be hard to predict. Try to
          make it in between one of the arches of its jump and hack away at it
          when it passes overhead and bounces behind you, before it ends up on
          a path that intersects your position.

114 [Ripper] | 80 HP | 127 EXP | 2 SP
    Weak: Whip, Piercing, Curse, Petrify
    Drop: @@@@Porkpie Hat, @@@@Spicy Shrimp
    Area: 13th Street, Burnt Paradise, Nest of Evil 5
    Desc: A fiend who takes great pleasure in slaughtering people with knives.
    Note: These are annoying little buggers. Faster and stronger than Fleaman,
          and they throw knives. Use an area control spell like Dark Rift to
          neutralize them or Stone Circle to protect yourself and run through
          them. The latter tactic is actually a good way to level up in the
          room with the cakes and the horde of Rippers in 13th Street,
          especially with two Shaman Rings.

115 [Poison Worm] | 1200 HP | 800 EXP | 25 SP
    Area: Forgotten City
    Desc: An enormous worm, poisonous to the touch.
    Note: Hopefully you got practice dodging the Sand Worm, because now it's
          actually important that you don't run into him. Keep next to him in
          its burrow and poke away and you should be safe from the poison spray
          attack, and use a fast weapon so you don't end up colliding with it.

116 [Ghost Dancer] | 55 HP | 125 EXP | 6 SP
    Weak: Holy
    Strn: Blunt, Whip, Piercing, Dark
    Drop: @@@Ballroom Masque, @@@*Tea
    Area: 13th Street
    Desc: The spirits of nobles; they dance endlessly in aristocratic abandon.
    Note: Use magic or a holy sword, as they're resistant to physical attacks.

117 [Demon Head] | 199 HP | 266 EXP | 11 SP
    Weak: Holy
    Strn: Dark
    Drop: @@@·Rotten Durian
    Area: Dark Academy (room above portrait room), Forgotten City, Nest of
          Evil 3
    Desc: An ancient devil that only has a face and six wings.
    Note: Similar to Death Mask but now has a tongue attack. Just take them out
          quickly.

118 [Lesser Demon] | 166 HP | 199 EXP | 7 SP
    Weak: Holy
    Strn: Dark
    Drop: @@@@*Skull Ring
    Area: Dark Academy, Forgotten City, Nest of Evil 3
    Desc: A demon who wields powerful magic.
    Note: Has a bunch of attacks, including a fire ball, acit spit, and even
          one that summons another Lesser Demon. That Skull Ring is useful for
          its stat boosts for some of the quests, though, so get two of them if
          you can.

119 [Ghoul King] | 444 HP | 291 EXP | 15 SP
    Weak: Piercing, Fire, Holy
    Strn: Dark
    Drop: @·Surcoat, @@*Royal Crown
    Area: 13th Street
    Desc: The rarely-seen king of the ghouls.
    Note: Find in a room with respawning Ghouls after killing many of them.

120 [Vapula] | 420 HP | 396 EXP | 12 SP
    Weak: Fire, Holy
    Strn: Dark
    Drop: @·[S]Hex
    Area: Dark Academy, 13th Street, Nest of Evil 6
    Desc: A demon with a lion's body and a griffon's wings.
    Note: Can curse you, but that Hex spell is very useful against enemies like
          The Creature in Nest of Evil.

121 [Iron Golem] | 999 HP | 500 EXP | 20 SP
    Strn: ALL
    Drop: @@@·Platinum Lggngs, @@@@Platinum Plate
    Area: Nest of Evil 2,5
    Desc: A golem imbued with a powerful magic spell.
    Note: No longer takes only one damage per hit, which is good because it has
          a lot more HP. You can get behind it with Owl Form or by spamming
          Griffon Wing, but its attacks aren't that difficult to avoid. If it
          leans forward, get back, because it's going to breathe fire. If it
          pulls a leg back, don't stand in front of it, or you'll get a swift
          kick to the head. Not exactly rocket science.

122 [DoubleAxe Armor] | 191 HP | 287 EXP | 14 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Drop: @@@@*Berserker Mail, @@@@*Super Potion
    Area: Burnt Paradise, Nest of Evil 3
    Desc: An elite Axe Armor warrior who wields two axes with deadly precision.
    Note: In addition to throwing axes one after the other, he has a shockwave
          attack that you can't just hit out of the air. It's worth it to get
          his drops, though, as Berserker Mail gives you a huge ATK boost (at
          the expense of your DEF) and Super Potion completely heals your HP.

123 [Demon] | 666 HP | 666 EXP | 16 SP
    Weak: Holy
    Strn: Dark
    Drop: @@@@Super Tonic
    Area: 13th Street (underground area near boss), Nest of Evil 1
    Desc: An inhabitant of hell, set free by dark magic.
    Note: Attacks consist of diving at you and summoning 3 balls of light that
          fire in your direction. Hit him with a holy weapon quickly before he
          can get the attack completed, or recall your partner and get ready to
          dodge.

124 [Bone Ark] | 500 HP | 354 EXP | 15 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Area: Nest of Evil 1,4
    Desc: A mobile Bone Pillar. Considered an innovative breakthrough.
    Note: This guy is annoying because of the huge explosion caused by its
          projectile attack. Whack the the porters to stop it from moving, and
          back up when it fires to jump over the ensuing explosion.

125 [Skeleton Farmer] | 439 HP | 590 EXP | 18 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@@Rice Ball
    Area: Nest of Evil 3
    Desc: A skeleton with a green thumb. Even hell could use a plant here and
          there.
    Note: Throws a bunch of Une and Mandragora seeds in a wide arc. When he
          uses this attack, back up so that you don't get hit, then use the
          Vampire Killer to cut a wide swath out of the newly rooted enemies.
          You should be able to take him down faster than he can spawn more
          plants.

126 [Alastor] | 512 HP | 512 EXP | 25 SP
    Weak: Holy
    Strn: Dark
    Drop: @@@@Damascus Sword
    Area: Nest of Evil 3,4
    Desc: A sword possessed by the souls of slain warriors, driven by revenge.
    Note: Very easy patterns. Hit the sword once or twice to knock it out of
          the air, then back up a bit as it returns to your altitude again or
          it might move forward far enough to hit you. Repeat until it dies and
          it'll never be able to pull off an attack.

127 [Gold Skeleton] | 255 HP | 255 EXP | 18 SP
    Weak: Blunt, Whip, Fire, Holy
    Strn: Dark
    Drop: @@@@*Gold Ring
    Area: Nest of Evil 3,4
    Desc: A skeleton made of a hard, unknown material similar to gold.
    Note: Hope you practiced on regular skeletons, because if you don't hit
          this guy right when he attacks, you'll get something like 6 bones
          thrown at you, and they do a lot of damage. Get the timing right,
          though, and you can knock them all down when they're close together.
          You'll probably be spending a while fighting these if you plan on
          getting two Gold Rings, as they make money gathering much easier and
          allow you to finally buy those last two cakes from the Bakery.

128 [Cave Troll] | 320 HP | 414 EXP | 21 SP
    Weak: Whip, Piercing, Fire
    Strn: Blunt
    Drop: @@·Jamon Iberico, @@*Peking Duck
    Area: Nest of Evil 2,5,6
    Desc: A blood-sucking beast that extracts the entrails of cows with its
          tongue.
    Note: These used to be pushovers in DoS, but their close-range lightning
          attack can easily drain all your health in this game. Use 1,000
          Blades to be completely safe, as they won't start moving until you
          approach about half a screen away from them, or just use a long-range
          weapon and stay back. Whatever you do, don't get surrounded.

129 [Amducias] | 1999 HP | 1280 EXP | 33 SP
    Weak: Holy
    Strn: Dark
    Drop: @@[S]Thor's Bellow, @@Record 4
    Area: Nest of Evil 4,6
    Desc: A demon in the form of a unicorn. One of the best musicians in hell.
    Note: Charges at you when you first enter the room, then uses a lightning
          attack. Hit him with 1,000 Blades right off the bat and it might be
          enough to kill him. If not, get a long-range weapon or a subweapon
          ready, because he'll pull off lightning spell soon after 1,000 Blades
          ends. If you can get behind him when he dashes, keep hitting him and
          he won't be able to turn around.

130 [Balore] | 3000 HP | 2000 EXP | 40 SP
    Weak: Piercing
    Area: Nest of Evil 1
    Desc: A demon whose very gaze induces terror.
    Note: Has a fairly simple pattern. Stand under his head and whack away. If
          his arm comes back near you, jump up and away from him or you'll be
          sent into the wall/ceiling, but you can ignore his higher punch and
          duck his laser blast from that position.

131 [Gergoth] | 3800 HP | 2500 EXP | 50 SP
    Weak: Whip, Piercing, Fire
    Area: Nest of Evil 2
    Desc: A once-gentle beast, warped by magic and driven mad by imprisonment.
    Note: If he moves in to chomp you or starts his laser attack, super jump to
          the ceiling and cling there until he's done. If he leaps in the air
          to bite you, quickly slide under him.

132 [Zephyr] | 3210 HP | 3210 EXP | 60 SP
    Weak: Whip, Piercing, Fire
    Area: Nest of Evil 3
    Desc: A demon who has mastery over time.
    Note: Don't just stand in front of him and swing away or he'll catch you
          with his time stop. If he jumps to the ceiling, walk toward the
          direction he jumps and you should end up between the knife he throws
          and the spot where he lands, and have time to get in a few good hits.
          Whenever you see the time stop, hop up / super jump and let him pass
          under you, then hit him in the back. You can always get a few hits in
          after his attacks, but don't get greedy.

133 [Aguni] | 4000 HP | 3500 EXP | 70 SP
    Weak: Ice
    Strn: Fire
    Area: Nest of Evil 4
    Desc: A primitive god of fire, captured by Dracula's magic.
    Note: If he flies up into the ceiling, quickly run to a side, then move out
          of the way when he dives back in and jump over the flame wave. If he
          starts his fireball attack, jump up and smack a claw over and over
          while dodging the moving flame waves. If he hunches over, he's going
          to dash to the other side of the room (and usually right back again),
          so duck and keep swinging if you have a greatsword. Finally, if he
          raises a claw, start walking in one direction, and when it comes
          down, walk back under it as he brings it back up again. You should be
          able to dodge his slaps if you zig-zag back and forth under them, but
          if you keep moving in one direction you run the risk of hitting a
          wall and having nowhere to go when the next claw comes down.

134 [Abaddon] | 5000 HP | 4000 EXP | 50 SP
    Weak: Piercing, Holy
    Strn: Dark
    Drop: ·Record 3
    Area: Nest of Evil 5
    Desc: A master of pestilent locusts from the deep abyss of the underworld.
    Note: Stone Circle is the best option here, as it destroys the locusts.
          Check the DoS FAQs for more strategies, since his patterns are
          exactly the same.

135 [Doppelganger] | 2000 HP | 2000 EXP | 99 SP
    Weak: Piercing
    Area: Nest of Evil 7
    Desc: A demon who assumes the form of its intended victims before killing
          them.
    Note: Fights with watever equipment you're wearing when you enter the room.
          For a cheesy fight, equip crappy stuff before entering the room and
          it will use those items, then put your good stuff back on after it's
          set. Might even be able to go in unequipped, though I haven't tried
          it. You get to pick what you fight, though, so be creative if you
          want more interesting fights after you've played out the rest of the
          fun factor in the game.

136 [Fake Trevor] | 3800 HP | 3000 EXP | 60 SP
    Weak: Piercing
    Strn: Whip, Holy
    Drop: ·Curry
    Area: Nest of Evil 6
    Desc: A zombie disguised as Trevor Belmont.
    Note: The most aggressive of the three, and most likely the one you will
          take out first. He's nowhere near as maneuverable as Whip's Memory,
          so that's nice, but you still have to be careful of his range.

137 [Fake Grant] | 3800 HP | 3000 EXP | 60 SP
    Weak: Piercing
    Drop: ·Ramen Noodles
    Area: Nest of Evil 6
    Desc: A zombie disguised as Grant DaNasty.
    Note: This guy is laughable. He just clings to the ceiling and every now
          and then throws a knife. Save him for last and just jump up and whack
          away.

138 [Fake Sypha] | 3200 HP | 3000 EXP | 60 SP
    Weak: Piercing
    Strn: Fire, Ice, Lightning
    Drop: ·Mint Sundae
    Area: Nest of Evil 6
    Desc: A zombie disguised as Sypha Belnades.
    Note: Alternates between a few types of spells. Not too dangerous as long
          as you keep a distance from her, but that can be difficult with all
          three of them around you at once.

139 [Dullahan] | 600 HP | 500 EXP | 40 SP
    Weak: Blunt, Whip, Lightning
    Strn: Ice
    Area: Boss of City of Haze
    Desc: A beheaded knight who carries his severed head.
    Note: At this point in the game he can be quite a challenge. Stay a safe
          distance away from him so that he doesn't walk into you, and if he
          reaches out and tries to put on the head, make sure to knock it out
          of the way or you'll face some fast large homing projectiles followed
          up by a radial blast of smaller projectiles. You can dodge the first
          set by alternatively jumping really high to get one to fly over your
          head as you come down, then jumping again as the second one aims at
          the ground where you landed. You can make the fight much easier by
          surrounding him, confusing the AI.

140 [Behemoth] | 800 HP | 1000 EXP | 45 SP
    Weak: Piercing, Fire, Holy
    Strn: Dark
    Area: Boss of Entrance
    Desc: A beast who rebelled against heaven; it fought on even after it was
          killed.
    Note: Behemoth likes to charge at you and keep running through the walls of
          the arena, but luckily there are platforms placed on both sides for
          dodging purposes. He'll stop about halfway through the arena and walk
          slowly, so use this time to whack away at him. If he opens his mouth,
          watch out, because you do not want a french kiss from this guy. It's
          painful, to say the least. Once he starts to charge, jump to the
          ledge and leap behind him as he passes through the ledge, then wait
          on the opposite side of the arena for him to approach again and
          repeat. Not too complicated, just stay out of his way when he's
          charging.

141 [Keremet] | 666 HP | 2000 EXP | 50 SP
    Weak: Fire, Ice, Lightning
    Area: Boss of Great Stairway
    Desc: A demon that lives in small, enclosed spaces.
    Note: This boss is a total pushover if you know what to do. It throws
          smaller slimes around sometimes, and you have to deal with those
          before they crawl into you, but other than that he only fires a big
          ball of evilness that drifts safely overhead so long as you don't hit
          it. So DON'T HIT IT, because it will explode into a bunch of smaller
          balls and you will take lots of damage. You have to keep hitting its
          pot in order to keep it extended and vulnerable to attacks, so bring
          Charlotte out. She'll whack away at it, and all you have to do is
          jump up and smack Keremet in the face when it's visible and avoid
          breaking any of those deathballs. If you summon your partner with the
          Stay Cube in front of the pot and then get behind it with your main
          character, Keremet will face away from you and you won't have to be
          as careful. Don't get too greedy and you can easily win this fight
          without getting hit.

142 [Astarte] | 1500 HP | 3000 EXP | 50 SP
    Weak: Blunt, Whip, Piercing
    Strn: Fire, Ice, Lightning, Dark, Holy
    Area: Boss of Sandy Grave
    Desc: A woman of irresistable beauty. No man can defy her will.
    Note: She can charm Jonathan very easily, so unless you're an expert at
          dodging, it's best if he sits this one out. Alternatively, you can
          use him and switch to Charlotte whenever you hear "TEMPTATION!". If
          you just want to take her down quickly, the 1,000 Blades Dual Crush
          found in her level will make short work of her in two casts. You do
          get an extra amusing dialogue if you manage to beat her after
          Jonathan has been charmed, though, so you can also unequip his weapon
          before he gets charmed to lessen the threat he poses to you.

143 [Legion] | 2000 HP | 4000 EXP | 50 SP
    Weak: Piercing, Fire, Holy
    Strn: Dark
    Area: Boss of Nation of Fools
    Desc: The one who is many.
    Note: A big ball of bodies with lasers inside. Pretty awesome. You can
          break off large chunks of the body-shell to expose its vulnerable
          core, but beware that the more of it you expose, the more of its 8
          laser tentacles will be able to shoot at you. Try to do as much
          damage as possible before you break off the entire shell, as the core
          will then take up a new pattern in which it fires lasers in all
          directions and spins, forcing you to keep moving. There's an added
          difficulty of proto-forms dropping off the shell and wandering around
          getting in your way. Ideally you want to use something with long
          range that can clear a lot of them at once and strike at Legion from
          a distance. The Flying Armors in the left "spoke" of the level drop
          a nifty little weapon called Heaven's Sword, which can hit 2-4 times
          per swing as it flies out like a boomerang and returns. Greatswords
          also work well for their overhead arc, as you can stand directly
          under Legion and whack away at it, dodging only when laser arms point
          your way.

144 [Dagon] | 1800 HP | 6000 EXP | 55 SP
    Weak: Lightning, Holy
    Strn: Ice, Dark
    Area: Boss of Forest of Doom
    Desc: A creature of the swamp.
    Note: Use Clear Skies, Dark Rift, or Tempest to soak up the bubble blast,
          or just tap dance on his head with the jump kick. You can also jump
          off the surface of the water repeatedly if your timing's good. When
          he's not using that attack you can jump up to attack the vulnerable
          upper head.

145 [Death] | 4444 HP | 0 EXP | 0 SP
    Strn: Dark
    Area: Boss of Tower of Death
    Desc: Dracula's confidant.
    Note: Weak to physical attacks when white, and weak to magical attacks when
          black. Attack accordingly. When his HP gets lower he'll start trying
          to grab you with a chain from each corner. If you get caught, quickly
          instruct your partner to attack the chains to break you free or it's
          pretty much instant death. Other than that, dodge his scythe and hit
          the smaller scythes that appear to destroy them.
          DO NOT SKIP THE DIALOGUE AFTER THE FIGHT. This triggers a glitch that
          makes it impossible to finish the fight, and makes it impossible to
          leave the room once you re-enter it (and thus, impossible to progress
          any further in the game if you don't head left and activate the
          elevator. Even then you won't be able to buy Rampage or complete the
          Hands of The Clock quest). You do not want this happening to you.

146 [Stella] | 2500 HP | 0 EXP | 0 SP
    Weak: Whip, Piercing, Fire, Lightning
    Strn: Ice
    Area: Boss of Tower of Death, Boss of Master's Keep
    Desc: Loretta's twin sister. She's a skilled swordmaster.
    Note: (first fight) Jump constantly to attack her; something like Heaven's
          Sword works well because you can stay at a distance. If you stay in
          the air, she'll usually fire off her blade attack at a height that
          you can ignore it if you're on the ground. When she starts placing
          four smaller versions around the arena, get to the opposite side and
          keep jumping to hopefully make them target different heights and
          become easier to dodge.
          (second fight) Immediately have Charlotte cast Sanctuary and get
          under or behind the girls with Jonathan, using Taunt to direct their
          attacks away from Charlotte. Ideally they will end up between
          Jonathan and Charlotte and nothing will go Charlotte's way. Just
          don't move so far that Charlotte disappears offscreen or she'll stop
          casting and teleport back to you. Once the spell goes off the fight
          is over, so don't worry about your health too much (you can use
          Stonewall to increase your defense if it is an issue).

147 [Loretta] | 2500 HP | 0 EXP | 0 SP
    Weak: Whip, Piercing, Fire
    Strn: Ice
    Area: Boss of Master's Keep
    Desc: Stella's twin sister. She's a powerful witch.
          Note: Immediately have Charlotte cast Sanctuary and get under or
          behind the girls with Jonathan, using Taunt to direct their attacks
          away from Charlotte. Ideally they will end up between Jonathan and
          Charlotte and nothing will go Charlotte's way. Just don't move so far
          that Charlotte disappears offscreen or she'll stop casting and
          teleport back to you. Once the spell goes off the fight is over, so
          don't worry about your health too much (you can use Stonewall to
          increase your defense if it is an issue).

148 [Brauner] | 6000 HP | 0 EXP | 0 SP
    Weak: Holy
    Strn: Dark
    Area: Boss of Master's Keep
    Desc: An artist who became a vampire and renounced humanity.
    Note: By this point you should have defeated Whip's Memory and unlocked the
          true power of the Vampire Killer, so spam its critial attack and he
          will go down fast. The motions he makes on the canvas he holds will
          end up affecting the screen in the same pattern, so pay attention if
          you want to dodge the lines that appear.

149 [The Creature] | 4000 HP | 5000 EXP | 60 SP
    Weak: Whip, Piercing
    Strn: Lightning
    Area: Boss of Dark Academy, Nest of Evil 5
    Desc: An artificial being created by a mad scientist.
    Note: Use Clear Skies or Dark Rift to suck up the bullets, and don't stay
          too close to him or he'll grab you and squish you pretty good. Once
          again, Heaven's Sword works well while keeping you at a safter
          distance (although he can still hit you with the lightning or missile
          splash damage).

150 [Werewolf] | 4500 HP | 6000 EXP | 60 SP
    Weak: Whip, Piercing, Fire, Holy
    Strn: Blunt
    Area: Boss of 13th Street
    Desc: A cursed man who transforms into a ferocious beast when the moon is
          full.
    Note: Don't let him get too close or he'll grab you as well. Throw mastered
          Shurikens, use Heaven's Sword, or Vampire Killer if you've unlocked
          it already. Not very complex other than that.

151 [Medusa] | 3500 HP | 6000 EXP | 60 SP
    Weak: Holy
    Strn: Dark
    Area: Boss of Burnt Paradise
    Desc: A monster who turns her victims to stone. One of three Gorgon
          sisters.
    Note: If you hear "PETRIFY!" then turn away from her or you'll end up as a
          statue. She can also summon a bunch of gold Medusa Heads, so the
          Mirror Cuirass armor is handy here. If she turns into a snake she'll
          strike forward pretty far, so get a few hits in then flee to the
          ceiling or duck. If the snake starts winding up and down through the
          floor, recall your partner or they will most likely get hit and drain
          your MP. Stay in the air until you can determine a safe spot to land,
          then jump from there to strike at her.

152 [Mummy Man] | 4500 HP | 5000 EXP | 60 SP
    Weak: Piercing, Fire, Holy
    Strn: Dark
    Area: Boss of Forgotten City
    Desc: A member of a royal family who became a mummy in search of
          everlasting life.
    Note: I didn't really try any strategy when I was fighting this guy. He
          pulls six blocks from the wall in the back and sends them at you one
          after another, but in such a small room it's difficult to dodge. Just
          keep grinding away at him and if you're using the right weapons his
          health will drain before your does.

153 [Whip's Memory] | 5000 HP | 0 EXP | 0 SP
    Weak: Dark
    Strn: Holy
    Area: Boss of Master's Keep
    Desc: A memory of the last Belmont to wield the Vampire Killer.
    Note: Cream Pie does Dark damage, so it's actually pretty good against him.
          What a humiliating way to go down! The Nebula whip is also a frequent
          choice since it has a better range than his, but it's not effective
          in terms of pure damage. My favorite strategy involves abusing his
          AI, though. Jump over his head while he's doing an attack. There's a
          short delay after each of his attacks, but if you're in the air when
          he comes out of it, nine times out of ten he'll hop straight up to
          whip you down. You need to double jump so that you cross over him
          after he jumps up but before he can get his attack out. You'll have
          time for one, maybe two hits with a greatsword or a whip and more
          with a faster weapon. Then get in the air again and repeat the
          process. If he starts to charge instead of whipping you, get away, as
          he's about to pull off Grand Cross. You can start the pattern again
          when he's done, though. Recommended equipment includes Jet Black Whip
          (beat Medusa) and Holy Mail (beat Mummy Man), since these exploit his
          attacks and weaknesses, but you won't have them if you're trying to
          fight him as soon as he's available.

154 [Dracula] | 6666 HP | 0 EXP | 0 SP
    Weak: Holy
    Strn: Dark
    Area: Boss of The Throne Room
    Desc: The true master of the castle.
    Note: This looks like a hard fight at first, with both Dracula and Death to
          deal with, but it's actually not that bad. Use Speed Up and you'll
          destroy Dracula's fireballs just by walking into them (no need to
          dodge!), or jump them if you'd rather use some other spell. Every now
          and then he'll summon a swarm of bats, at which point you need to
          super jump to the ceiling and cling there or face a ton of damage. As
          for Death, he'll only move slowly to your location and swing straight
          downward, so don't get pinned to a wall and you should be able to
          dodge it easily once you see him swinging. Death has the lower DEF in
          this round, so you'll likely be attacking him most of the time since
          they share the same HP bar.

155 [True Dracula] | 6666 HP | 0 EXP | 0 SP
    Weak: Holy
    Strn: Dark
    Area: Boss of The Throne Room
    Desc: The true master of the castle.
    Note: Cross works well when he's on the floor, and keep spamming Vampire
          Killer or Holy Claymore. When he jumps to the back and moves his
          wings out to crush you, stay in the middle and have each player
          attack a different side. If a wing starts to shake it will soon crush
          you and deal a ton of damage, so knock it back before it can. The
          first time I fought him I crouched in the middle and swung Holy
          Claymore, without Charlotte ever on the screen, and it managed to hit
          both sides with the wide arc of the swing, and his claws never
          snapped shut once. The Meteor dual crush is also effective.

==================================[ Credits ]==================================

Sage (aka DimensionSlash) - Pointed out a missing Old Axe Armor location

delmarstio1991 - Pointed out that it's possible to do more than 1 damage to a
                 Final Guard with enough ATK

icedune21 - Suggested VK critical strategy for Final Guard

greenwolverine - Pointed out a missing Flying Armor location

ChoInuYasha - Pointed out a missing Yorick location

===============================================================================

(C) 2007 DarthNemesis